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#1
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#3
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#4
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It would be very classic if a bunch of changes were saved for blue 3.0 so we all have to learn and adapt instead of being able to practice ready for new server (classic eq beta players this is your window to chime in and brag beta let you practice for live).
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#5
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If you read through the posts from CSR on the forums you would know that the devs are aware of non classic charm/lull/resists and have a plan for it, that plan just so happens to be complex and challenging to develop/implement.
In the short term, the duration of some such spells was reduced as a temporary curb and will be adjusted back upon the large overhaul of resists, channeling, ect which seems to be the last huge non-classic frontier the devs are working on. | ||
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#6
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Like I said before I don't think the resist rates are classic and there also seemed to be different resist rates for different spell levels back then (like basic root landing more than other iterations) so I wouldn't be surprised if they wanted to untangle all this at once since it is all intertwined.
From a dev standpoint I guess they'd also rather test it on green because dropping a huge content patch on a new server day is a recipe for disaster if anything in the patch goes wrong. | ||
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#7
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But literally charm spells max duration in classic is 8 mins and its 22 mins here. That would seem like an easy change to me.
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#8
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It should also be noted that while Enchanters enjoy unclassic advantages with their charm and lulls, Necros and Mages are heavily penalized in unclassic fashion (via resistable lifetaps and pet agro changes), which makes Enchanters even stronger in comparison to their INT caster peers.
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#9
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Last edited by Ennewi; 11-12-2025 at 10:52 AM..
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#10
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There's a difference between ignored and not yet implemented. Statements have been made regarding the class imbalance, its relation to a much larger need to overhaul unclassic resists/channeling and that work is being done in this regard.
Clarity was provided when several changes were made to spell durations over the last few patches as a temporary solution to a much longer term, larger solution of classic resists. This overhaul will presumably completely change the class and I expect it will largely eliminate enchanters as a go to solo class as resists and charm breaks increase significantly leading to a much higher death vs. positive outcome ratio leading many people to largely abandon the toon because they no longer enjoy it over frustration of repeated deaths and losing some of their god-like gameplay. TLDR - When enchanters start dying a lot more and killing a lot less, people will stop thinking they are so great. | ||
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